Axis & Allies 1942 Second Edition Time Lapse Video

On July 22, 2012, five days before the official release of Axis & Allies 1942 Second Edition, I got together with some friends to try out my preview copy. I brought along my camera and tripod to make this time lapse video. Although we only made it to three rounds before finishing the game, we learned a lot, including what to do and what not to do next time.

Special thanks to Jay for hosting the game and to Sean and Kurt for playing.

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Category: Axis & Allies 1942 2nd Edition

About the Author (Author Profile)

David Jensen has been operating Axis and Allies.org since 2000 and writing about Axis & Allies since 1997.

Comments (13)

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  1. Skyzero says:

    How long did the 3 rounds take? Was the victory be concession?

  2. Skyzero says:

    Guess I should have waited till he end of the video to post. Victory was by cities. Still curious how long the game took!

  3. Brian says:

    What was Germany doing with that aircraft carrier? They start with 6 fighters too, not sure why they were buying some every turn..

  4. David Jensen says:

    It took about 4 hours and maybe just a bit longer.

  5. Gerco says:

    Nice IPC chips. Where did you buy them?

  6. Darren Taylor says:

    I just finished a game against myself and the Axis won on turn 5. The Allies just could not get their feet under them. Japan dominated the Pacific and Germany pounded Russia into a fine red powder. I logged in about eight hours of game time. All in all it’s good solid edition of the game. I still need to confirm whether or not Honolulu is actually a victory city.
    The AAA gun rules are still a little confusing but I think I figured them out. I still don’t see why they couldn’t give us plastic factories for the amount of money they charged for the game.

  7. Sam Mutschler says:

    you could always just pull ICs from other games you have. I have a small fishing tackle box, where I store all of my NBs, ABs, AA guns, ICs, IC chips, one national marker for each country, grey and red chips, and money from AA Revised.

  8. Craig says:

    In the video the UK buys for turn one are 32 IPC’s (2 infantry (6), 1 artillery (4), 1 tank (6), 2 fighters (20)) but they only have 31, so this is not possible or am I missing something? Do you change this to 3 infantry instead? Or was the tank thought to be only 5 IPC’s instead of 6 as in the first edition? While the setup card shows UK starting with only 30 IPC’s, when we count it out, they start with 31, but you have purchases for 32 IPC’s (??).

    I was also hoping to learn about what the moves were to see what was taken or lost in combat to understand strategy better. Is that possible as I know this video is a few months old?

    As Germany in turn one, what do you attack in regards to naval units? Do you go after the battleship & cruiser and, if so, with which units?

    Our group is not able to get through the game this quickly and we run into a standoff situation typically so I am hoping to see what you are doing to be more effective and faster.

    Thanks,
    Craig

  9. rod tate says:

    i have only played the one game so far and from what i can see the allies have a big task winning at all if a competent axis player makes the right purchases and rolls reasonably well the game is now too unbalanced without some serious rule tampering

    my uk fleet was taken out with subs and planes while the american destroyer and transports were taken out by the 2 atlantic german subs

    the cruiser and destroyer in med get taken out as well in first round No ships left anywhere And no safe zone to put new ships off England

    if the build enough subs in rnds 1 2 and 3 they threaten to take out any new british fleet meanwhile Russia get pounded by german air power and the japs just tie down the brits in south east asia and if the americans move everything to europe the game is as good as over Any thoughts

  10. Don C says:

    My son and I love the game but we’re also finding it hard for the Allies to win – even with the new IC in India, the UK holding Egypt and no more Pearl Harbor II (so a surviving US Pacific fleet). Japan still overwhelms Asia, takes India, and is soon on Russia’s back door. The traditional approach has been KGF, but for this edition KJF may be the order of the day with the US heavily pressuring Japan in the Pacific. Now that Honolulu is a victory city, this is even more important. This may force the Japanese to build naval units rather than pumping 8 ground units/turn into Asia. But we have not yet tried this strategy and it may still not be enough to save Russia and the Allies… Thoughts?

  11. Steve says:

    What prevents/discourages Pearl Harbor II?

  12. Brent says:

    Um just thought I would throw this in the rulebook does not say Honolulu is a victory city. It specifically cites both sides start with 6, those being Calcutta, London, San Francisco, Washing D.C., Leningrad, and Moscow for the allies. The axis on the other hand have Paris, Rome, Berlin, Tokyo, Shanghai, and Manilla. The rulebook says there are 12 victory cities total and says those are the specific ones. I am assuming maybe they threw Honolulu on there for house rules versions, that if the Allies were having issues winning you could play with.

  13. paul says:

    I have been interested in purchasing A&A, never played but read up on websites…does anyone have suggestions for a first timer…thanks.

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